Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Wand of Secrets uncommon Trade Log Show
Notes:

Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Hat of Disguise uncommon Trade Log Show
Notes:

Wondrous Item, Uncommon (requires attunement)
This hat of disguise, in its normal appearance, looks like a large red hat with a long brim that seems to be constantly flowing in a breeze. It's activated by pulling the brim down to cover at least one eye and smirking confidently.
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Plate, +1 rare DDHC-TYP Against the Giants Show
Notes:

Armor (plate), rare
You have a +1 bonus to AC while wearing this armor.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Longsword, +2 rare DDHC-TYP Against the Giants Show
Notes:

Weapon (longsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Morningstar, +2 rare DDHC-TYP Against the Giants Show
Notes:

Weapon (morningstar), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Mace +2 rare DDHC-TYP Against the Giants Show
Notes:

Weapon (mace), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Ring of Animal Influence rare DDHC-TYP Against the Giants Show
Notes:

Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
• Speak with animals

Snurre's Cape rare DDHC-TYP Against the Giants Show
Notes:

Wondrous item, uncommon
A cape made of white dragon hide.
This magic cape grants resistance to cold damage.

Tentacle Rod rare DDHC-TYP Against the Giants Show
Notes:

Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Battleaxe, +1 rare DDHC-TYP Against the Giants Show
Notes:

Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Ring of Fire Resistance rare DDHC-TYP Against the Giants Show
Notes:

Ring, rare (requires attunement)
You have resistance to fire damage while wearing this garnet ring.

Dagger +2 rare DDHC-TYP Against the Giants Show
Notes:

Weapon (dagger), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Brazier of Commanding Fire Elementals rare DDHC-TYP Against the Giants Show
Notes:

Wondrous Item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

Arrow-Catching Shield rare DDHC-TYP Against the Giants Show
Notes:

Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Whip, +2 rare DDHC-TYP Against the Giants Show
Notes:

Weapon (whip), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Smoke (Shortsword +2) rare CCC-SFBAY-01-01 Plots in Motion Show
Notes:

Weapon (shortsword), rare
This thin blade is a foot and a half in length, and scorched black. No amount of oiling, scrubbing, or cleaning will remove the stain or brighten the blade. It ends in a jagged, broken edge, as if it was once much longer. The hilt is protected by a fencer’s basket guard. The pommel has a socket, as if for a jewel, but it is empty. This short sword cuts easily through flesh and bone, and leaves the faint smell of smoke in it’s wake.
You have a +2 bonus to attack and damage rolls made with this magic short sword.

Belt Of Dwarvenkind rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
• In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

Gwa’thern Faln rare DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior
You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.

Cloak of the Raven (Cloak of the Bat) rare DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Wondrous Item, rare (requires attunement)
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat (Raven). While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Mirror of Seeing (Gem of Seeing ) rare DDHC-TYP Against the Giants Show
Notes:

Wondrous Item, rare (requires attunement)
This Huge mirror of seeing (weighing 100 pounds) functions similarly to a gem of seeing, so that even unseen creatures and objects are reflected in it.
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.